











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Improved Combat Text v2 1.6.0Description Original Improved Combat Text mod by Codefly This addon replaces ToME's floating combat text: Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Upd: Я просто исправил ошибки чекера. Мод корректно работает на новых версиях игры. Этот аддон заменяет всплывающий текст боя в игре: Установка: Удаление: или в игре: Possessor Bonus Class 1.7.4Donators/Buyers bonus! Tier-1 Short Circuit Option 1.1.0Adds a new game option "Short-circuit some early dungeons" to enable or disable the new b43 behavior of skipping the player directly to the bottom of tier-1 dungeons if you're strong enough. The option will appear under Game Options in the <Esc> menu. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Inventory Keys 1.5.0Some improvements to key handling in the inventory dialog and related dialogs used by the 'd'rop command and various item-using talents:
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. ¹ Disclaimer: This functionality is actually already present in the main module, if the right subsection of the dialog is focused; we merely arrange for said subsection to have focus when the dialog is initially created and displayed, so that letter selection works without further user action. Arcane and Arcane Disrupting Transmogrification Highlighting 1.2.3Changes the color of the highlight on Arcane and Arcane Disrupting items in the Transmogrification chest. Special thanks to Marson. Wouldn't have been able to get this addon going if it weren't for his help and tips throughout. Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Improved Auto-explore and Rest 1.6.5Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Auto Use Tweaks 1.5.5Tweaks the auto use options for talents.
It has 106 options currently, to cover most situations. Bind multiple to left click [don't forget alt+shift+o for this] Talents requiring an enemy will not auto-use if under 50%mana or 25%vim or 25%stam. Changelog (cause comment system's busted): 2/5/2018 Escort Rescheduling 1.7.0Slightly adjust the random level selection for escort quests to avoid levels with zone bosses. Items Vault 1.7.0Donators/Buyers bonus! SkooBot 1.6.7Basic bot designed to automate some of the tedium of starting a new character. This bot will rest, explore, and use a very basic algorithm for engaging in combat. You will need to configure the bot's talent usage from within the game (Shift + F2 -> Option a)
This will probably not even get close to beating the game for you, and will frequently run into situations that it will not be able to act in. Changes in 0.0.12
Tougher Escorts 1.6.0Sets escorts HP to 1000 and life regen to 100. This mod is not intended to be balanced and will make the game easier. Use at your own discretion. Ignore Race/Class Locks 1.7.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions:
[License note: This addon uses a modified version of an image by Lorc from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.] Go to Landmark 1.1.0Adds a new game menu option "Show known Landmarks", which presents a list of landmarks (up/down stairs, golden chests, zone entrances and the like) that you've seen on the current level and allows you to go to them or view them on the map. You can also set your own landmarks for later reference by right-clicking on the map and choosing "Set landmark". Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Inventory Sort Order 1.3.0Improves the default sort order of items in the player's inventory. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Showing Items Tier in Inventory 1.6.0This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game Better Item Description 1.6.6This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Quick Transmo Chest Management 1.6.7Adds a new key bind to transmogrify things faster. Currently, hitting the key on an item in the transmog chest puts it into your normal inventory, while hitting the key on an item in your normal inventory immediately transmogs it with no confirmation. The key bind only works if you have a transmog chest and only if the selected item is transmog-able. I got annoyed at how slow transmog is and made this. I'll probably make its behavior configurable in a future update. Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Insane Adventure |
| Sex | Male |
| Race | Cornac |
| Class | Cursed |
| Level / Exp | 22 / 34% |
| Size | medium |
| Lifes / Deaths | no deaths recorded 5 / 0 |
| Antimagic | Follower |
Primary Stats
| Strength | 68 (base 48) |
| Dexterity | 25 (base 10) |
| Constitution | 22 (base 10) |
| Magic | 13 (base 10) |
| Willpower | 71 (base 47) |
| Cunning | 36 (base 10) |
Resources
| Life | 758/762 |
| Hate | 24/108 |
| Equilibrium | 0 |
| Healing Factor | 0.72341798120087 |
| Regeneration | 4.5937041806255 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -2.2204460492503E-14% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 3 |
| See Invisible | 10 |
Offense: Mainhand
| Damage | 82 |
| Accuracy | 49 |
| Crit Chance | 15% |
| APR | 7 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 13 |
| Crit Chance | 7% |
| Speed | 1 |
Offense: Mind
| Mindpower | 59 |
| Crit Chance | 7% |
| Speed | 1 |
Offense: Damage Bonus
| Physical | +12% |
| All | 0% |
Offense: Damage Penetration
| Mind | +15% |
| Physical | +37% |
Defense: Base
| Armour (hardiness) | 60.08934837382 (81.151787968034%) |
| Defense | 39 |
| Ranged Defense | 39 |
| Fatigue | 19 |
| Physical Save | 32 |
| Spell Save | 28 |
| Mental Save | 34 |
Defense: Resistances
| Acid | + 7%( 70%) |
| Blight | + 10%( 70%) |
| Arcane | + 9%( 70%) |
| Cold | + 17%( 70%) |
| All | + 4%( 70%) |
| Darkness | + 31%( 79%) |
| Light | + 7%( 70%) |
| Temporal | + 13%( 70%) |
| Physical | + 9%( 74%) |
| Mind | + 16%( 70%) |
| Fire | + 10%( 70%) |
| Nature | + 16%( 70%) |
Defense: Immunities
| Stun Resistance | 28% |
| Instadeath Resistance | 100% |
| Confusion Resistance | 28% |
| Fear Resistance | 28% |
| Disarm Resistance | 12% |
| Poison Resistance | 10% |
| Knockback Resistance | 48% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 30% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 29% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 190 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. |
Class Talents
| Cursed / Gloom | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Cursed / Predator | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Cursed / Rampage | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Cursed / Strife | 1.30 |
| 2/5 |
| 2/5 |
| 1/5 |
| 1/5 |
| Cursed / Endless hunt | 1.30 |
| 1/5 |
| 2/5 |
| 2/5 |
| 0/5 |
| Cursed / Slaughter | 1.30 |
| 3/5 |
| 3/5 |
| 3/5 |
| 0/5 |
Generic Talents
| Cursed / Cursed aura | 1.20 |
| 5/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| Cursed / Cursed form | 1.00 |
| 1/5 |
| 2/5 |
| 1/5 |
| 2/5 |
| Wild-gift / Antimagic | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 1/5 |
| 3/5 |
| 0/5 |
| 3/5 |
| 2/5 |
| 0/5 |
Effects
| talent | Repel |
| talent | Gloom |
| talent | Savage Hunter |
| talent | Stalk |
| beneficial effect | An aura of death surrounds you. Curse of Corpses (power 3.0)Penalty : Fear of Death: -5% resistance against damage from the undead. Power 1+: Power over Death: +8% damage against the undead. Power 2+: -1 Luck, +3 Strength, +3 Magic Power 3+: Living Death: Ghoulish retch heals you. Once every 24 turns, retch (level 1) when you fall below 40% health Power 4+: Reprieve from Death: Humanoids you slay have a 35% chance to rise to fight beside you as ghouls for 6 turns. |
| beneficial effect | Hunting: Marked Prey- Velitha the orc assassin - Varsha the Writhing 10% Received damage reduction against: - Fire - Orc |
| beneficial effect | A shroud of darkness seems to fall across your path. Curse of Shrouds (power 4.0)Penalty : Shroud of Weakness: Small chance of becoming enveloped in a Shroud of Weakness (reduces damage dealt by 10%) for 4 turns. Power 1+: Nightwalker: +16 Darkness Resistance, +9% Max Darkness Resistance, +10 See Invisible Power 2+: -1 Luck, +7 Constitution Power 3+: Shroud of Passing: Your form seems to fade as you move, reducing all damage taken by 15% for 1 turn after movement. Power 4+: Shroud of Death: The power of every kill seems to envelop you like a shroud, reducing all damage taken by 15% for 3 turns. |
| beneficial effect | Horrible visions fill your mind. Curse of Nightmares (power 4.0): 0%Penalty : Plagued by Visions: Your mental save has a 20% chance to be reduced by 16% when tested. Power 1+: Removed from Reality: +5 Physical Resistance, +4 Maximum Physical Resistance Power 2+: -1 Luck, +7 Willpower Power 3+: Harrow: When a foe attempts to inflict a detrimental effect upon you, your harrowing aura retaliates against a random foe in range 10, dealing 44 mind and 44 darkness damage. Power 4+: Nightmare: Each time you are damaged by a foe there is a chance (currently 0%) of triggering a radius 5 nightmare (summon Terrors and chances to slow, deal 69 Mind damage, and deal 69 Darkness damage) for 8 turns. The chance grows each time you are struck but fades over time. |
| beneficial effect | Mayhem and destruction seem to follow you. Curse of Misfortune (power 5.0)Penalty : Lost Fortune: You seem to find less gold in your journeys. Power 1+: Missplaced Endeavours: The endeavours of those around you begin to fail (+41% chance to avoid traps). Power 2+: -1 Luck, +9 Cunning Power 3+: Missed Opportunities: Opportunities are fleeting, and those close to you begin to miss them (+16% evasion). Power 4+: Unfortunate End: The damage you deal will increase by 45% if the increase would be enough to kill your opponent. |
Quests
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You successfully escorted the injured seer to the recall portal on level 1 of Norgos Lair. Escort: injured seer (level 1 of Norgos Lair)As a reward you improved talent Nature's Touch (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 2 of Daikara. Escort: temporal explorer (level 2 of Daikara)As a reward you improved Willpower by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You have explored the Maze and vanquished the Minotaur. * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest. You have been shown a secret entrance to his stronghold. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth has completed an elixir of precision without your aid. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' * 'Needed: one storm wyrm claw. I recommend severing one of their dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' Agrimley the hermit needs your help making an elixir of serendipity. He has given you some notes on the ingredients: * You've found the needed xorn fragment. * You've found the needed wretchling eyeball. * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed bloated horror heart. * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within1 lumberjacks have died. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Rhigund the pair of iron boots (Shrouds) (0 def, 3 armour)3.0 T1 feet armor [Rare] Master While equipped: Stats +1 Cun +3 Wil dps ---------- Mind.pwr +25 (+7 eff.) Res.pen +5% mind ----- def ----- Armour +3 Fatigue -3% Phys.save +6 (+3 eff.) ---------- misc Max.enc +22 Hate/m.crit +2.00 Curse of Shrouds Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | Unlightwrither the brass lantern2.0 T1 lite [Rare] Nature While equipped: ----- def ----- Resists +3% nature +3% darkness Max.HP +120.00 Knockbk- +20% ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | Zubotira the Gleamshear (Corpses) (0 def, 1 armour)2.0 T1 head armor [Rare] Psionic While equipped: Stats +3 Cun +3 Wil dps ---------- Mind.pwr +4 (+1 eff.) ----- def ----- Armour +1 Fatigue +1% Resists +3% nature +3% light Mind.save +3 (+2 eff.) Max.HP +100.00 Poison- +10% Curse of Corpses A cap made of leather. |
| On hands | Yvagabeth the hardened leather gloves (Shrouds) (0 def, 2 armour)1.0 T2 hands armor [Rare] Master While equipped: Stats +4 Str dps ---------- Crit.mult +15.00% Phys.pwr +7 (+2 eff.) Mind.pwr +10 (+3 eff.) Res.pen +10% mind ----- def ----- Armour +2 Mind.save +3 (+2 eff.) ---------- misc Hate/m.crit +5.00 Max.psi +20.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Shrouds Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | Elunn the iron pickaxe (dig speed 38 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +2 Str +1 Wil dps ---------- S.pwr/crit +2 Dmg.mod +9% physical Apr +3 ----- def ----- Fatigue -4% Phys.save +3 (+2 eff.) Spell.save +6 (+3 eff.) While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | Grinadil the steel ring (Misfortune)0.1 T2 ring jewelry [Random Unique] Master While equipped: Stats +3 Str +10 Dex +9 Cun dps ---------- Acc +12 (+4 eff.) ----- def ----- Armour +6 Resists +6% blight +6% fire +6% temporal Spell.save +3 (+2 eff.) Curse of Misfortune Rings make your fingers look great! |
| On fingers | steel ring 'Hurublek' (Nightmares)0.1 T2 ring jewelry [Rare] Master While equipped: Stats +4 Str ----- def ----- Armour +8 Resists +3% temporal +12% mind +9% darkness Phys.save +6 (+3 eff.) ---------- misc Max.stam +30.00 Curse of Nightmares Rings make your fingers look great! |
| Around neck | Hettilatharim the copper amulet0.1 T1 amulet jewelry [Rare] Master While equipped: dps ---------- Crit.mult +10.00% Dmg.mod +3% physical Res.pen +5% physical ----- def ----- Defense +25 (+8 eff.) Fatigue -5% HP.reg +2.00 ---------- misc Hate/m.crit +3.00 Amulets make your neck look great! |
| In main hand | warbringer's dwarven-steel mace of crippling (Shrouds) (130% power, 4 apr)3.0 T3 mace 1H weapon [Ego++] Master Power 131% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +4 Crit +1.5% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats +3 Con dps ---------- Phys.crit +8.0% Phys.pwr +6 (+2 eff.) Res.pen +7% physical ----- def ----- Disarm- +12% Curse of Shrouds Blunt and deadly. |
| Around waist | noble's hardened leather belt of the vagrant (Nightmares)1.0 T3 belt armor [Ego++] Nature/Master While equipped: Stats +4 Wil +4 Cun +2 Con dps ---------- Mind.pwr +4 (+1 eff.) Against +15% Summoned ----- def ----- D.Red.from +15% Summoned Mind.save +7 (+4 eff.) Curse of Nightmares A belt that goes around your waist. |
| In off hand | dwarven-steel shield 'Mayuth' (Corpses) (25 def, 18 armour, 137% power, 75.5 block)7.0 T3 shield armor [Rare] Nature When used to Attack: Power 137% Range: 1.2x Uses 100% Str Dmg Physical Acc+ +2.5% proc dam (max 250%) Crit +3.5% Block +76 Melee+ +15 cold On Crit.r2 +16 physical While equipped: Stats +2 Dex +3 Wil dps ---------- On shield block: * Deals 198 cold damage and freezes enemies in radius 4 to the ground for 3 turns (1/turn) ----- def ----- Armour +18 Defense +25 (+8 eff.) Fatigue +8% Resists +14% cold ---------- misc Max.hate +8.00 Talents +1 Block Curse of Corpses Handheld deflection devices. |
| Cloak | Growpower (Nightmares) (1 def, 0 armour)2.0 T1 cloak armor [Rare] Nature While equipped: dps ---------- Acc +15 (+5 eff.) ----- def ----- Defense +1 (+0 eff.) Resists +3% acid +6% nature +5% arcane Max.HP +31.00 ---------- misc Max.stam +10.00 Curse of Nightmares A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Adawen the dwarven-steel plate armour (Misfortune) (0 def, 11 armour)17.0 T3 massive armor [Rare] Nature While equipped: Stats +4 Str +3 Dex dps ---------- Res.pen +25% physical On Hit (Melee): * 10% chance to reduce armor by 17% ----- def ----- Armour +11 Fatigue +22% Die.at -20.00 life HP.reg +4.10 ---------- misc Stam/turn +1.40 Curse of Misfortune A suit of armour made of metal plates. |
Inventory
healing infusion of the sneak (heal 122; cd 15)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 122 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
heroism infusion of the warrior (die at -460; dur 5; cd 31)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 31 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 5 turns. While Heroism is active, you will only die when reaching -460 life. The duration and life will increase by 1% for every 1% life you have lost (currently 462 life, 5 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the psychic (heal 333; 12 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 333 life over 5 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the sneak (res 22%; physical; dur 4; cd 13)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 22% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
cleansing steel amulet of mastery (0.14 Cursed / Strife)0.1 T2 amulet jewelry [Ego] Disrupt/Master While equipped: ----- def ----- Resists +10% nature +12% blight Poison- +20% Disease- +20% ---------- misc Masteries +0.14 Cursed/Strife Amulets make your neck look great! |
warrior's copper ring of tenacity (Madness)0.1 T1 ring jewelry [Ego] Master While equipped: Stats +3 Str ----- def ----- Armour +6 Max.HP +23.00 Disarm- +22% Pinning- +22% Knockbk- +20% Curse of Madness Rings make your fingers look great! |
dwarven-steel longsword of erosion (Nightmares) (127% power, 4 apr)3.0 T3 longsword 1H weapon [Ego] Nature Power 127% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +3.5% Atk.spd 100% Melee+ +11 nature Curse of Nightmares Sharp, long, and deadly. |
Spider-Silk Robe of Spydrë (Madness) (10 def, 15 armour)2.0 T3 cloth armor [Unique] Nature While equipped: Stats +5 Con +4 Wil dps ---------- Mind.crit +5% Mind.pwr +10 (+3 eff.) Dmg.mod +15% acid +15% nature +15% mind Melee Ret 20 nature slow 20 poison ----- def ----- Armour +15 Hardiness +30% Defense +10 (+3 eff.) Resists +30% nature +11% all Phys.save +10 (+5 eff.) Spell.save +10 (+5 eff.) Curse of Madness This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
Mighty Girdle (Nightmares)1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 Curse of Nightmares This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
Velynor the Dawnoozer (Shrouds) (0 def, 1 armour)1.0 T1 hands armor [Rare] Psionic While equipped: dps ---------- Phys.pwr +15 (+4 eff.) Dmg.mod +3% light Acc +6 (+2 eff.) ----- def ----- Armour +1 Resists +1% physical Phys.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Disarm- +23% ---------- misc Max.stam +30.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Shrouds Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Cyrolaith (Corpses) (0 def, 2 armour)1.0 T2 hands armor [Rare] Master While equipped: Stats +4 Str +3 Dex +4 Cun dps ---------- Phys.pwr +10 (+3 eff.) Res.pen +10% mind ----- def ----- Armour +2 Crit.dmg- 10.00% ---------- misc See.Invis +12 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Corpses Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
6 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
5 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
3 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
8 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
8 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
239 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
Dourfurnace the iron pickaxe (dig speed 38 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +3 Str dps ---------- Dmg.mod +6% darkness +3% cold Melee Ret 6 darkness ----- def ----- Fatigue -4% Resists +3% cold While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
iron pickaxe of endurance (dig speed 36 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +3 Str ----- def ----- Fatigue -5% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Cyryserin the Blizzardbrawn [power 105] (15 cooldown)2.0 T1 torque charm [Rare] Psionic While equipped: dps ---------- Phys.crit +2.0% Phys.pwr +15 (+4 eff.) ----- def ----- Resists +9% cold Project a gust of wind in a cone knocking all creatures back 7 spaces and dealing 118 physical damage Puts all charms on 15 cooldown 100% to increase all damage by 12% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
Mayonor the Nightveil [power 65] (25 cooldown)2.0 T3 torque charm [Random Unique] Psionic While equipped: dps ---------- Res.pen +5% darkness ----- def ----- Resists +3% mind +12% acid Setup a psionic shield, reducing all damage taken by 65 for 5 turns Puts all charms on 25 cooldown 100% to reduce 1 talent cooldowns by 2. 100% to cleanse 2 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
Forbidden Tome: "The Illusory Castle"2.0 forbidden tome [Unique] Unknown Read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
Achievements
Antimagic! (Insane (Adventure) difficulty)
Completed antimagic training in the Ziguranth camp.By Bremurar the Cornac Cursed level 20
63rd Haze 122nd year of Ascendancy at 19:32 see stats
Ay ay captain! (Insane (Adventure) difficulty)
Turn into a pirate!By Bremurar the Cornac Cursed level 21
3rd Decay 122nd year of Ascendancy at 18:57 see stats
Curse Lifter (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Bremurar the Cornac Cursed level 18
43rd Haze 122nd year of Ascendancy at 19:26 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Bremurar the Cornac Cursed level 10
5th Mirth 122nd year of Ascendancy at 11:16 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By Bremurar the Cornac Cursed level 20
52nd Haze 122nd year of Ascendancy at 04:13 see stats
Rescuer of the lost (Insane (Adventure) difficulty)
Rescued the merchant from the assassin lord.By Bremurar the Cornac Cursed level 18
44th Dusk 122nd year of Ascendancy at 07:03 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By Bremurar the Cornac Cursed level 12
8th Mirth 122nd year of Ascendancy at 00:33 see stats
Treasure Hoarder (Insane (Adventure) difficulty)
Amassed 3000 gold pieces.By Bremurar the Cornac Cursed level 22
6th Decay 122nd year of Ascendancy at 02:14 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Bremurar the Cornac Cursed level 15
2nd Summertide 122nd year of Ascendancy at 16:04 see stats
Log
You gain 2.20 gold from the transmogrification of linen wizard hat of knowledge (Nightmares) (1 def, 0 armour).
You gain 12.68 gold from the transmogrification of murderer's cashmere cloak of the voidstalker (Shrouds) (2 def, 0 armour).
You gain 12.37 gold from the transmogrification of rough leather belt 'Cloudblast' (Shrouds).
You gain 14.51 gold from the transmogrification of Balelar the iron plate armour (Nightmares) (0 def, 7 armour).
You gain 2.39 gold from the transmogrification of prismatic dwarven-steel mail armour of cold resistance (Nightmares) (3 def, 8 armour).
You gain 2.20 gold from the transmogrification of impenetrable dwarven-steel mail armour (Shrouds) (3 def, 16 armour).
You gain 2.40 gold from the transmogrification of cleansing dwarven-steel mail armour of fire resistance (Corpses) (3 def, 8 armour).
You gain 3.00 gold from the transmogrification of radiant hardened leather armour (Nightmares) (9 def, 6 armour).
You gain 0.55 gold from the transmogrification of warded steel shield (Nightmares) (0 def, 4 armour, 104% power, 38.5 block).
You gain 2.70 gold from the transmogrification of pouch of dwarven-steel shots of paradox (19/21, 142% power, 3 apr).
You gain 16.25 gold from the transmogrification of quiver of ash arrows 'Arccutter' (14/14, 117% power, 7 apr).
You gain 6.35 gold from the transmogrification of swiftstrike steel steamgun of acid (Madness).
You gain 6.29 gold from the transmogrification of steel steamgun of piercing (Madness).
You gain 18.88 gold from the transmogrification of Dagogar the Demoncrack (Shrouds).
You gain 11.37 gold from the transmogrification of Quenchpyre the dwarven-steel dagger (Misfortune) (118% power, 7 apr).
You gain 23.63 gold from the transmogrification of steel dagger 'Ulfetorab' (Shrouds) (114% power, 6 apr).
You gain 3.20 gold from the transmogrification of elemental dwarven-steel waraxe (Misfortune) (124% power, 4 apr).
You gain 12.16 gold from the transmogrification of Brightstreaker the steel waraxe (Misfortune) (105% power, 14 apr).
You gain 1.50 gold from the transmogrification of dwarven-steel greatsword of projection (Shrouds) (145% power, 2 apr).
New Achievement: Treasure Hoarder (Insane (Adventure) difficulty)!
You gain 25.00 gold from the transmogrification of Mayana the Hazeriver (Misfortune) (129% power, 2 apr).
You gain 7.38 gold from the transmogrification of truestriking iron greatmaul of evisceration (Misfortune) (119% power, 1 apr).
You gain 0.95 gold from the transmogrification of dwarven-steel battleaxe of massacre (Nightmares) (154% power, 2 apr).
You gain 3.09 gold from the transmogrification of thought-forged steel battleaxe (Madness) (126% power, 2 apr).
You gain 15.03 gold from the transmogrification of elm magestaff 'Nimbusswift' (Nightmares) (100% power, 2 apr, lightning element).
You gain 2.25 gold from the transmogrification of ethereal rune of the wizard (power 18; resist 12%; move 31%; dur 5; cd 18).
You gain 1.65 gold from the transmogrification of ethereal rune (power 13; resist 10%; move 45%; dur 5; cd 20).
You gain 1.52 gold from the transmogrification of movement infusion (speed 400%; cd 14).
You gain 1.12 gold from the transmogrification of healing infusion of the titan (heal 87; cd 12).
There is a way to the previous level here (press '' or right click to use).
















































































